[Plugin] FredoTools::ThruPaint - v1.3a - 20 Oct 16
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@unknownuser said:
For info, I made a change in FredoTools 3.4a to keep performance OK when outliner is open.
So if you wish to test if it works in your case...
Fred0
I have just test ThruPaint in FredoTools 3.4a.
When outliner tray is opened , painting and adjusting speed is almost the same as its not open.
Outliner problem just like mystery to me and you just solve itAs a newbie I want to ask if there's a way to export a 3dsmax model's UV to sketchup?
I hvae a 3dsmax model already has it's own UV map, then I export it as .obj, import to WrapR check its the same as 3dsmax model, then import UV.obj by SketchUV tools, but not working. -
Hey Fredo6!
So, I was messing around with Thrupaint trying to texture a curved and "Z axis" road and when I tried to texture it, The section where the road is straight and curved is just diferent (deformed) like in the image I just sent...
Is there any way I can solve this? I've been searching for almost a week, thanks!
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@vicente122334 said:
Hey Fredo6!
So, I was messing around with Thrupaint trying to texture a curved and "Z axis" road and when I tried to texture it, The section where the road is straight and curved is just diferent (deformed) like in the image I just sent...
Is there any way I can solve this? I've been searching for almost a week, thanks!Difficult to tell without the model.
In general, you should do all the segments of the road in one go. -
@vicente122334 said:
Hey Fredo6!
So, I was messing around with Thrupaint trying to texture a curved and "Z axis" road and when I tried to texture it, The section where the road is straight and curved is just diferent (deformed) like in the image I just sent...
Is there any way I can solve this? I've been searching for almost a week, thanks! -
@fredo6 said:
@vicente122334 said:
Hey Fredo6!
So, I was messing around with Thrupaint trying to texture a curved and "Z axis" road and when I tried to texture it, The section where the road is straight and curved is just diferent (deformed) like in the image I just sent...
Is there any way I can solve this? I've been searching for almost a week, thanks!Difficult to tell without the model.
In general, you should do all the segments of the road in one go.Hello! Thank you so much for replying!
I actually manage to find the solution, I just had to triangulate and I also did what you said in your post, I did all the road together. I actually have another issue but I don't think this one is solvable, I don't know... when the curve starts in my road, the part of the texture on the left side scales up way more than the one on the right side. Is it possible to keep both at the same scale?
Thanks for reading! I will also send the sketch file this time.
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Stretching of the texture is inevitable in the rounding with the way Sketchup handles texture adjustment. There is nothing you can really do about it, even if you manage it manually with the pins.
Fredo
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Complete Tutorial of Fredo ThruPaint
https://youtu.be/db3KAv0-ATI -
@ahmed0007 said:
Complete Tutorial of Fredo ThruPaint
https://youtu.be/db3KAv0-ATIThank you very much. Very complete and didactic. Congratulations.
I inserted the video in the main post of this thread.
Fred
PS: You should post on SketchUp Forum too.
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@fredo6 said:
@ahmed0007 said:
Complete Tutorial of Fredo ThruPaint
https://youtu.be/db3KAv0-ATIThank you very much. Very complete and didactic. Congratulations.
I inserted the video in the main post of this thread.
Fred
PS: You should post on SketchUp Forum too.
Thank you so much
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Hi! Can ThruPaint snap to guidelines or geometry when working in visual edition mode to align texture perfectly as native texture position tool does it? Look my screenshot
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@summerson1990 said:
Hi! Can ThruPaint snap to guidelines or geometry when working in visual edition mode to align texture perfectly as native texture position tool does it? Look my screenshot
Not obvious, but probably feasible.
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@fredo6 said:
@summerson1990 said:
Hi! Can ThruPaint snap to guidelines or geometry when working in visual edition mode to align texture perfectly as native texture position tool does it? Look my screenshot
Not obvious, but probably feasible.
So could you please say how to make it possible to snap? Sometimes it seems like something close to snapping is working but I didn't realized yet in what cases and how exactly it does. Thanks!
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@summerson1990 said:
So could you please say how to make it possible to snap? Sometimes it seems like something close to snapping is working but I didn't realized yet in what cases and how exactly it does. Thanks!
I just say that this is not supported in the current version. So I would need to make the change.
Fredo
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@fredo6 said:
@summerson1990 said:
So could you please say how to make it possible to snap? Sometimes it seems like something close to snapping is working but I didn't realized yet in what cases and how exactly it does. Thanks!
I just say that this is not supported in the current version. So I would need to make the change.
Fredo
Ok, as you will do it it will be very useful. Thank you!
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Hi Fredo, thanks for the amazing plugins! They're indispensable!
I am running into an issue exporting a mesh textured with ThruPaint to OBJ or FBX. Neither format preserves the UVs I've generated.
After exporting the above mesh to obj or fbx format, and then import it into another program (I've tried both maya and unity) the UVs seem to have reverted to a basic planar projection.
Is there anything required to "bake" the UVs into the mesh before they can be exported successfully by the built in sketchup exporters? I've tried enabling triangulation in the export options, but that does not fix the issue.
It's worth noting I'm using Sketchup 19.3.252 on OSX.
Thanks!
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Fredo, would it be possible to add 'triangulate quads* on painting option to ThruPaint?
*- analogous to TT's Quadface Tools? -
@rv1974 said:
Fredo, would it be possible to add 'triangulate quads* on painting option to ThruPaint?
*- analogous to TT's Quadface Tools?What do you mean?
In QuadMesh mode, ThruPaint works whether the quads are true quads or are triangulated.
Do you want to force triangulation? -
Yes I mean 'force triangulation' option (I hope we are talking about the same things
You see, if I'd export some perverted mesh (with QuadMesh UV applied) as foreign format (3ds, fbx, obj etc) I'd get tons of independent 'materials'- (one mat for every single face). The only wayI know to avoid this plague is triangulation. TT's Triangulate command works perfectly,
The only inconvenience it's an extra procedure. Simultaneous painting + triangulation would be just perfect. -
@rv1974 said:
Yes I mean 'force triangulation' option (I hope we are talking about the same things
You see, if I'd export some perverted mesh (with QuadMesh UV applied) as foreign format (3ds, fbx, obj etc) I'd get tons of independent 'materials'- (one mat for every single face). The only wayI know to avoid this plague is triangulation. TT's Triangulate command works perfectly,
The only inconvenience it's an extra procedure. Simultaneous painting + triangulation would be just perfect.OK. But then, why don't you do the triangulation once, and then call ThruPaint after.
My problem is more to see how to fit the option in an already crowded GUI, and also keeping ThruPaint doing what it is paid for, that is, apply colors and textures, not alter the geometry.
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Quite often I have to deal with truly complex files (say +100k objects, +1.5M faces).
It's simply inevitable to skip some objects (that must be triangulated).
For instance, Profile Builder allows instant multiple paths profile creation. I suggested Whaat to add 'triangulate upon creation' option But it wasn't addressed unfortunately. And then when the moment of export comes... Houston we have a problem
Anyways.. I don't think one tiny 3x3mm Ξ button will mess up the palette. Per contra, the benefit would be inexpressible.
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